DM Guide

DM Guide

DM Guide

This is for Type 2, this is what I find useful for DM and hopefully it will apply to you as well.

Rule 1. Try to have a deck with a minimum of six 6 damaging cards as this ensures you will have atleast one 2 shot possibility no matter what the hand.

Rule 2. Go for 2HKO, mabey not every time if its obvious but usually start off strong with a high damaging card and then the next two rounds you want to strike for KO. If you fail then atleast you will lose quickly and get 20 points and have another opportunity at it.

Rule 3. Try to include atleast 1 Dr and 1 Attack manip card. A dr is essential for reducing the opponents damage to ensure that you win if you fail a 2hko, The attack manip is a backup incase you spend all your pills on a 2hko because this way your opponent might not have enough pills left to get past an attack wall, or you could just use it to drain pills from the opponent for another heavy hitter.

Rule 4. If don't use your strongest card first, use your second strongest as the stronger card is much more intimidating and you require less pills to win with it, after your first hand you will have a rough idea of how your opponent plays and the pills they have left, this is where you use it (there is no point using your best card first if the opponent uses a large ammount of pills to beat if because it will make it slower and if they use no pills which would enable them to easily beat you in later rounds which also takes a longer ammount of time)

Rule 5. Include a leader at all costs. The most effective are Amber Hugo and Eyric. These all effect you timewise so you are able to get a quick 2hko. Morhpun is good but his pill gain is usually only effective after 3 rounds for 2hko so it is more time consuming. Any of these leaders are effective but in order it would be Amber Eyric and Hugo as Amber gives massive power for first shot and Eyric gives decent power for both (since its a 2hko you require pills which is why Eyric can be better then Hugo.

Rule 6. Try and go mono to enable you always get 2HKO if you go half make sure that the half is good enough to hold on its own as you may not always get two of them making them not have a bonus. Dorian,Herman and Jackie are good examples as they have raw solid stats and - power which can be used to beat cards with bonuses with pill usage.

Rule 7. This is helpful for DT as well, after your match press enter repeatedly it will get passed your mission progress your resuls and the do you wish to reply as well as start quick challenge this can be the difference between an extra match which can be 60 points for you.

Rule 8. If you see a 1HKO use anything you can to reduce its damage which can be either Soa or Dr this enables them to not be able to 1HKO and if they don't pill then your back to a normal match so it's not to bad, if you have no means of lowering the damage then use your strongest card to beat it with 10 pills because you either win fast or lose fast.

Rule 9. If you have a card that relies on ability to help win or use damage don't use it first if opponent has soa I know its obvious but save them for later rounds if the opponent decides to use a soa to make sure you cant beat them on second round or third try go for a fury 2hko that way you will either sneakily beat them quickly or they would of beaten you already and then can beat you quickly again time is vital for DM

Rule 10. If you can only use cards that are vunerable to soa atleast use 2 or 3 pills on them as its still good to get damage in. Otherwise they would just lose easily which can sometimes be a waste. Bluffing is not good for DM because thats what makes the rounds slower. Try and pill first and second or first and third.

Just to finish I am awear of the fact that there is already a guide but that was on what you come up against this is tactics and how to arrange a deck. Posts are welcome if you wish to contribute.